In-Game Description

A long-hilted spear with a barbed point.
Long reach, and can be used with shield up.Effective against hard exteriors, and hits
for high damage the right moment of an
enemy's swing but the hit radius is small,
and it is easily blocked by shields.

1-Handed
RB: Quick spear stabs, good range, with little horizontal spread, although they are more than capable of hitting two side-by-side enemies, and can very easily hit two lined up enemies. Note that you can also opt to stab while keeping your shield up in a phalanx-style technique. This will drain stamina quickly but it's good to have.
RT: Holding the spear lower down the haft, you thrust it far forward. Great range, but very slow. Learn the range for this because whiffing will hurt!

Key

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

W is Physical Damage

X is Magical Damage

Y is Fire Damage

Z is Lightning Damage

Each weapon has one or more physical damage types:

Normal

Striking

Slashing

Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical:

The damage bonus for backstabs and ripostes. Thrusting Swords and Daggers get an invisible bonus to critical damage as well.

Durability:

The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.

Weight:

The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.

Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

W is the Strength required

X is the Dexterity required

Y is the Intelligence required

Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)